Leave a Comment
In the original Mass Effect trilogy, players had the ability to pick between two dialogue options, either Paragon (you're a nice chap) or Renegade (you're kind of a jerk). With Andromeda, the team at BioWare is implementing what they are calling an "agree/disagree" dialogue tree that's intended to make the player feel more engaged in the conversations.
Gamesradar is reporting on a recent interview with creative director Mac Walters that appeared in the latest Xbox Magazine. In the interview, Walters explained that the Paragon/Renegde options felt very "Shepard" and, since you aren't playing that character in Andromeda, they wanted to come up with something that forces players to actually consider their options rather than hammer on the response button that fits their chosen path.
What we have now is based more around agreeing and disagreeing. The reason I like that is because in the trilogy it's like, 'I'm gonna play Paragon,' and then you know which way you're moving the stick on every conversation. You don't have to think about it, because you're just going to hit Paragon every time. With agree and disagree it changes by the circumstance and it changes by the character you're talking to, so you have to actually be more engaged in what's going on, to know if you're going to do that.
It's a subtle change, but it makes a heck of a lot of sense. There's never a "correct" answer for a rigid character type but, instead, a correct answer for the type of character you're trying to play. In other words, you actually have to listen to what is being said and decide on whether or not you agree with it. As an extreme example, hammering on the "agree" option isn't going to guide you down a specific character path if the first prompt is about negotiating with an alien race and the second prompt is about killing puppies. Agreeing to both of those doesn't send you down a "Paragon" path, in other words.
To help make things more interesting, it sounds like you'll also be given a few tone options in some of the conversations that pop up in Andromeda. That sounds like a great way to allow players to more carefully hone the role for their characters, as well as make sure that your selection more closely resembles what you intended to say. Anyone who has played L.A. Noire will probably appreciate these distinctions, as that particular game frequently translated "Disagree with the suspect" to a scene where your character starts yelling at a child and punches a nun in the face. Nothing worse than choosing an option and seeing your character behave in a manner that doesn't feel in line with what you intended.